string sSayThis; int iTalkVolume = TALKVOLUME_TALK; int iRollTen = d10(1); int iTalkFlag = 0; void main() { if(d100(1) > 71) //Gives this script a 30% chance of completing { //Its execution. Call it my anti-spam code. (c: if(iRollTen != 0) //Just in case a 0 slips in though I don't think { //It's possible. switch(iRollTen) //Jump to the rolled statement number. { case 1: sSayThis = "Have you ever seen Zolginath?"; break; case 2: sSayThis = "I bet that Frosty is at the top of the castle."; break; case 3: sSayThis = "We should head to Etum soon for some supplies."; break; case 4: sSayThis = "How is that bump on your head?"; break; case 5: sSayThis = "Some say that Reonyc's staff is very powerful."; break; case 6: sSayThis = "They are training those wolves as pets."; break; case 7: sSayThis = "If it were not for you...I would be a Frost lunch."; break; case 8: sSayThis = "We surely made it hot in there for them today."; break; case 9: sSayThis = "Then I said...Hey Frosty, I'm over here!"; break; case 10: sSayThis = "What kind of hammer did that Frosty have anyway?"; break; } //End Switch Statement SpeakString(sSayThis, iTalkVolume); //Make the NPC talk } //End If Statement } //End If Statement } //End Main